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-rw-r--r--src/CraftingRecipes.cpp89
1 files changed, 88 insertions, 1 deletions
diff --git a/src/CraftingRecipes.cpp b/src/CraftingRecipes.cpp
index fb1a10cca..41de0da8c 100644
--- a/src/CraftingRecipes.cpp
+++ b/src/CraftingRecipes.cpp
@@ -1,4 +1,4 @@
-
+
// CraftingRecipes.cpp
// Interfaces to the cCraftingRecipes class representing the storage of crafting recipes
@@ -762,6 +762,93 @@ cCraftingRecipes::cRecipe * cCraftingRecipes::MatchRecipe(const cItem * a_Crafti
Recipe->m_Ingredients.push_back(*itrS);
}
Recipe->m_Ingredients.insert(Recipe->m_Ingredients.end(), MatchedSlots.begin(), MatchedSlots.end());
+
+
+ // Henceforth is code to handle fireworks
+ // We use Recipe instead of a_Recipe because we want the wildcard ingredients' slot numbers as well, which was just added previously
+
+ if (Recipe->m_Result.m_ItemType == E_ITEM_FIREWORK_ROCKET)
+ {
+ for (cRecipeSlots::const_iterator itr = Recipe->m_Ingredients.begin(); itr != Recipe->m_Ingredients.end(); ++itr)
+ {
+ switch (itr->m_Item.m_ItemType)
+ {
+ case E_ITEM_FIREWORK_STAR:
+ {
+ // Result was a rocket, found a star - copy star data to rocket data
+ int GridID = (itr->x + a_OffsetX) + a_GridStride * (itr->y + a_OffsetY);
+ Recipe->m_Result.m_FireworkItem.CopyFrom(a_CraftingGrid[GridID].m_FireworkItem);
+ break;
+ }
+ case E_ITEM_GUNPOWDER:
+ {
+ // Gunpowder - increase flight time
+ Recipe->m_Result.m_FireworkItem.m_FlightTimeInTicks += 20;
+ break;
+ }
+ case E_ITEM_PAPER: break;
+ default: LOG("Unexpected item in firework rocket recipe, was the crafting file fireworks section changed?"); break;
+ }
+ }
+ }
+ else if (Recipe->m_Result.m_ItemType == E_ITEM_FIREWORK_STAR)
+ {
+ for (cRecipeSlots::const_iterator itr = Recipe->m_Ingredients.begin(); itr != Recipe->m_Ingredients.end(); ++itr)
+ {
+ switch (itr->m_Item.m_ItemType)
+ {
+ case E_ITEM_FIREWORK_STAR:
+ {
+ // Result was star, found another star - probably adding fade colours, but copy data over anyhow
+ int GridID = (itr->x + a_OffsetX) + a_GridStride * (itr->y + a_OffsetY);
+ Recipe->m_Result.m_FireworkItem.CopyFrom(a_CraftingGrid[GridID].m_FireworkItem);
+ break;
+ }
+ case E_ITEM_DYE:
+ {
+ // Found a dye in ingredients...
+ for (cRecipeSlots::const_iterator itrnumerodos = Recipe->m_Ingredients.begin(); itrnumerodos != Recipe->m_Ingredients.end(); ++itrnumerodos)
+ {
+ // Loop through ingredients. Can we find a star?
+ if (itrnumerodos->m_Item.m_ItemType == E_ITEM_FIREWORK_STAR)
+ {
+ // Yes, this is definately adding fade colours, unless crafting.txt was changed :/
+ for (cRecipeSlots::const_iterator itrnumerotres = Recipe->m_Ingredients.begin(); itrnumerotres != Recipe->m_Ingredients.end(); ++itrnumerotres)
+ {
+ // Loop again, can we find dye?
+ if (itrnumerotres->m_Item.m_ItemType == E_ITEM_DYE)
+ {
+ // Yep, push back fade colour and exit the loop
+ // There is a potential for flexibility here - we can move the goto out of the loop, so we can add multiple dyes (∴ multiple fade colours)
+ // That will require lots of dye-adding to crafting.txt though - TODO, perchance?
+ int GridID = (itrnumerotres->x + a_OffsetX) + a_GridStride * (itrnumerotres->y + a_OffsetY);
+ Recipe->m_Result.m_FireworkItem.m_FadeColours.push_back(cFireworkItem::GetVanillaColourCodeFromDye(a_CraftingGrid[GridID].m_ItemDamage));
+ goto next;
+ }
+ }
+ }
+ }
+
+ // Just normal crafting of star, push back normal colours
+ int GridID = (itr->x + a_OffsetX) + a_GridStride * (itr->y + a_OffsetY);
+ Recipe->m_Result.m_FireworkItem.m_Colours.push_back(cFireworkItem::GetVanillaColourCodeFromDye(a_CraftingGrid[GridID].m_ItemDamage));
+
+ next:
+ break;
+ }
+ case E_ITEM_GUNPOWDER: break;
+ case E_ITEM_DIAMOND: Recipe->m_Result.m_FireworkItem.m_HasTrail = true; break;
+ case E_ITEM_GLOWSTONE_DUST: Recipe->m_Result.m_FireworkItem.m_HasFlicker = true; break;
+
+ case E_ITEM_FIRE_CHARGE: Recipe->m_Result.m_FireworkItem.m_Type = 1; break;
+ case E_ITEM_GOLD_NUGGET: Recipe->m_Result.m_FireworkItem.m_Type = 2; break;
+ case E_ITEM_FEATHER: Recipe->m_Result.m_FireworkItem.m_Type = 4; break;
+ case E_ITEM_HEAD: Recipe->m_Result.m_FireworkItem.m_Type = 3; break;
+ default: LOG("Unexpected item in firework star recipe, was the crafting file fireworks section changed?"); break; // ermahgerd BARD ardmins
+ }
+ }
+ }
+
return Recipe.release();
}